docs: format other manuals

This commit is contained in:
Eric Wasylishen 2022-01-26 23:02:08 -07:00
parent 31cd6fe2f2
commit 2ab779556a
6 changed files with 128 additions and 80 deletions

View File

@ -1,14 +1,15 @@
NAME
====
=======
bspinfo
=======
bspinfo - print basic information about a Quake BSP file
SYNOPSIS
Synopsis
========
**bspinfo** BSPFILE
DESCRIPTION
Description
===========
**bspinfo** will print a very basic summary of the internal data in
@ -20,21 +21,21 @@ If the filename *BSPFILE* does not have a .bsp extension, **bsputil**
will look for a .bsp file by stripping the file extension from BSPFILE
(if any) and appending ".bsp".
AUTHOR
Author
======
| Kevin Shanahan (aka Tyrann) - http://disenchant.net
| Eric Wasylishen
| Based on source provided by id Software
REPORTING BUGS
Reporting Bugs
==============
| Please post bug reports at
https://github.com/ericwa/ericw-tools/issues.
| Improvements to the documentation are welcome and encouraged.
COPYRIGHT
Copyright
=========
| Copyright (C) 2017 Eric Wasylishen
@ -46,7 +47,7 @@ COPYRIGHT
This is free software: you are free to change and redistribute it. There
is NO WARRANTY, to the extent permitted by law.
SEE ALSO
See Also
========
**qbsp**\ (1) **light**\ (1) **vis**\ (1) **bsputil**\ (1)

View File

@ -1,33 +1,39 @@
NAME
====
=======
bsputil
=======
bsputil - utiltiy for working with Quake BSP files
SYNOPSIS
Synopsis
========
**bsputil** [OPTION]... BSPFILE
DESCRIPTION
Description
===========
**bsputil is a small utility for basic manipulation of Quake BSP
files.**
OPTIONS
Options
=======
--extract-textures
.. program:: bsputil
.. option:: --extract-textures
Extract the texture data from *BSPFILE*\ **and create a Quake WAD**
file. The output filename is generated from *BSPFILE*\ **by**
stripping the .bsp extension and adding the .wad extension.
--extract-entities
.. option:: --extract-entities
Extract the entity data from *BSPFILE*\ **and create a plain** text
.ent file. The output filename is generated from *BSPFILE* by
stripping the .bsp extension and adding the .ent extension.
--check
.. option:: --check
Load *BSPFILE*\ **into memory and run a set of tests to check that**
all internal data structures are self-consistent. Currently the tests
are very basic and not all warnings will result in errors from all
@ -35,21 +41,21 @@ OPTIONS
designers, but is intended to assist with development of the **qbsp
tool and check that a "clean" bsp file is generated.**
AUTHOR
Author
======
| Kevin Shanahan (aka Tyrann) - http://disenchant.net
| Eric Wasylishen
| Based on source provided by id Software
REPORTING BUGS
Reporting Bugs
==============
| Please post bug reports at
https://github.com/ericwa/ericw-tools/issues.
| Improvements to the documentation are welcome and encouraged.
COPYRIGHT
Copyright
=========
| Copyright (C) 2017 Eric Wasylishen
@ -61,7 +67,7 @@ COPYRIGHT
This is free software: you are free to change and redistribute it. There
is NO WARRANTY, to the extent permitted by law.
SEE ALSO
See Also
========
**qbsp(1)** **light(1)** **vis(1)** **bspinfo(1)** **quake(6)**

View File

@ -19,5 +19,4 @@ Indices and tables
==================
* :ref:`genindex`
* :ref:`modindex`
* :ref:`search`

View File

@ -1,14 +1,15 @@
NAME
====
=====
light
=====
light - Caclulate lightmap data for a Quake BSP file
SYNOPSIS
Synopsis
========
**light** [OPTION]... BSPFILE
DESCRIPTION
Description
===========
**light** reads a Quake .bsp file and calculates light and shadow
@ -16,9 +17,11 @@ information based on the entity definitions contained in the .bsp. The
.bsp file is updated with the new light data upon completion,
overwriting any existing lighting data.
OPTIONS
Options
=======
.. program:: light
| Note, any of the Worldspawn Keys listed in the next section can be
supplied as command-line options, which will override any setting in
worldspawn.
@ -26,31 +29,37 @@ OPTIONS
Performance options:
--------------------
-threads n
.. option:: -threads n
Set number of threads explicitly. By default light will attempt to
detect the number of CPUs/cores available.
-extra
.. option:: -extra
Calculate extra samples (2x2) and average the results for smoother
shadows.
-extra4
.. option:: -extra4
Calculate even more samples (4x4) and average the results for
smoother shadows.
-gate n
.. option:: -gate n
Set a minimum light level, below which can be considered zero
brightness. This can dramatically speed up processing when there are
large numbers of lights with inverse or inverse square falloff. In
most cases, values less than 1.0 will cause no discernible visual
differences. Default 0.001.
-sunsamples [n]
.. option:: -sunsamples [n]
Set the number of samples to use for "_sunlight_penumbra" and
"_sunlight2" (sunlight2 may use more or less because of how the suns
are set up in a sphere). Default 100.
-surflight_subdivide [n]
.. option:: -surflight_subdivide [n]
| Configure spacing of all surface lights. Default 128 units. Minimum
setting: 64 / max 2048. In the future I'd like to make this
configurable per-surface-light.
@ -58,17 +67,20 @@ Performance options:
Output format options:
----------------------
-lit
.. option:: -lit
Force generation of a .lit file, even if your map does not have any
coloured lights. By default, light will automatically generate the
.lit file when needed.
-onlyents
.. option:: -onlyents
Updates the entities lump in the bsp. You should run this after
running qbsp with -onlyents, if your map uses any switchable lights.
All this does is assign style numbers to each switchable light.
-litonly
.. option:: -litonly
Generate a .lit file that is compatible with the .bsp without
modifying the .bsp. This is meant for tweaking lighting or adding
colored lights when you can't modify an existing .bsp (e.g. for
@ -80,7 +92,8 @@ Output format options:
(flickering/switchable) can't be added in new areas or have their
styles changed.
-nolighting
.. option:: -nolighting
Do all of the stuff required for lighting to work without actually
performing any lighting calculations. This is mainly for engines that
don't use the light data, but still need switchable lights, etc.
@ -90,7 +103,8 @@ Output format options:
Postprocessing options:
-----------------------
-soft [n]
.. option:: -soft [n]
| Perform post-processing on the lightmap which averages adjacent
samples to smooth shadow edges. If n is specified, the algorithm
will take 'n' samples on each side of the sample point and replace
@ -104,61 +118,74 @@ Postprocessing options:
Debug modes:
------------
-dirtdebug
.. option:: -dirtdebug
Implies "-dirt", and renders just the dirtmap against a fullbright
background, ignoring all lights in the map. Useful for previewing and
turning the dirt settings.
-phongdebug
.. option:: -phongdebug
Write normals to lit file for debugging phong shading.
-bouncedebug
.. option:: -bouncedebug
Write bounced lighting only to the lightmap for debugging /
previewing -bounce.
-surflight_dump
.. option:: -surflight_dump
Saves the lights generated by surfacelights to a
"mapname-surflights.map" file.
-novisapprox
.. option:: -novisapprox
| Disable approximate visibility culling of lights, which has a small
chance of introducing artifacts where lights cut off too soon.
Experimental options:
---------------------
-addmin
.. option:: -addmin
Changes the behaviour of *minlight*. Instead of increasing low light
levels to the global minimum, add the global minimum light level to
all style 0 lightmaps. This may help reducing the sometimes uniform
minlight effect.
-lit2
.. option:: -lit2
Force generation of a .lit2 file, even if your map does not have any
coloured lights.
-lux
.. option:: -lux
Generate a .lux file storing average incoming light directions for
surfaces. Usable by FTEQW with "r_deluxemapping 1"
-lmscale n
.. option:: -lmscale n
Equivalent to "_lightmap_scale" worldspawn key.
-bspxlit
.. option:: -bspxlit
Writes rgb data into the bsp itself.
-bspx
.. option:: -bspx
Writes both rgb and directions data into the bsp itself.
"-novanilla
.. option:: -novanilla
Fallback scaled lighting will be omitted. Standard grey lighting will
be omitted if there are coloured lights. Implies "-bspxlit". "-lit"
will no longer be implied by the presence of coloured lights.
"-wrnormals
.. option:: -wrnormals
Writes normal data into the bsp itself.
MODEL ENTITY KEYS
Model Entity Keys
=================
Worldspawn Keys
@ -391,7 +418,7 @@ is off or on.
its brushes from emitting bounced light they receive from elsewhere.)
Only has an effect if "_bounce" is enabled in worldspawn.
LIGHT ENTITY KEYS
Light Entity Keys
=================
Light entity keys can be used in any entity with a classname starting
@ -572,14 +599,14 @@ The following light properties correspond to these sunlight settings:
Set to 1 to make the light compiler ignore this entity (prevents it
from casting any light). e.g. could be useful with rtlights.
OTHER INFORMATION
Other Information
=================
The "\b" escape sequence toggles red text on/off, you can use this in
any strings in the map file. e.g. "message" "Here is \\bsome red
text\b..."
AUTHOR
Author
======
| Eric Wasylishen
@ -587,14 +614,14 @@ AUTHOR
| David Walton (aka spike)
| Based on source provided by id Software
REPORTING BUGS
Reporting Bugs
==============
| Please post bug reports at
https://github.com/ericwa/ericw-tools/issues.
| Improvements to the documentation are welcome and encouraged.
COPYRIGHT
Copyright
=========
| Copyright (C) 2017 Eric Wasylishen
@ -606,7 +633,7 @@ COPYRIGHT
This is free software: you are free to change and redistribute it. There
is NO WARRANTY, to the extent permitted by law.
SEE ALSO
See Also
========
**qbsp**\ (1) **vis**\ (1) **bspinfo**\ (1) **bsputil**\ (1)

View File

@ -1,3 +1,4 @@
====
qbsp
====
@ -206,7 +207,7 @@ All faces of a brush must have textures which indicate the same
contents. Mixed content types will cause qbsp to print an error and
exit.
SKIP
skip
^^^^
Any surfaces assigned a texture name of *skip* will be compiled into the
@ -215,7 +216,7 @@ play can't walk or shoot through them) but they will not be drawn.
Water, slime and lava surfaces can be made invisible using the texture
names *\*waterskip*, *\*slimeskip* and *\*lavaskip* respectively.
HINT
hint
^^^^
Hint surfaces cause a bsp split and portal to be generated the on the
@ -228,7 +229,7 @@ Use a texture with the name *hintskip* on any surfaces of a hint brush
which you don't want to generate bsp splits or portals. All surfaces of
a hint brush must use either the *hint* or *hintskip* texture name.
ORIGIN
origin
^^^^^^
An origin brush (all faces textured with "origin") can be added to a

View File

@ -1,14 +1,15 @@
NAME
====
===
vis
===
vis - Compute visibility (PVS) for a Quake BSP file
SYNOPSIS
Synopsis
========
**vis** [OPTION]... BSPFILE
DESCRIPTION
Description
===========
**vis** is a tool used in the creation of maps for the game Quake. vis
@ -25,66 +26,79 @@ days or weeks in extreme cases. Vis will attempt to write a state file
every five minutes so that progress will not be lost in case the
computer needs to be rebooted or an unexpected power outage occurs.
OPTIONS
Options
=======
-threads n
.. program:: vis
.. option:: -threads n
Set number of threads explicitly. By default vis will attempt to
detect the number of CPUs/cores available.
-fast
.. option:: -fast
Skip detailed calculations and calculate a very loose set of PVS
data. Sometimes useful for a quick test while developing a map.
-level n
.. option:: -level n
Select a test level from 0 to 4 for detailed visibility calculations.
Lower levels are not necessarily faster in in all cases. It is not
recommended that you change the default level unless you are
experiencing problems. Default 4.
-v
.. option:: -v
Verbose output.
-vv
.. option:: -vv
Very verbose output.
-noambientsky
.. option:: -noambientsky
Disable ambient sound generation for textures with names beginning
with 'SKY'.
-noambientwater
.. option:: -noambientwater
Disable ambient sound generation for textures with names beginning
with '*WATER' or '*04WATER'.
-noambientslime
.. option:: -noambientslime
Disable ambient sound generation for textures with names beginning
with '*SLIME'.
-noambientlava
.. option:: -noambientlava
Disable ambient sound generation for textures with names beginning
with '*LAVA'.
-noambient
.. option:: -noambient
Disable all ambient sound generation.
-visdist n
.. option:: -visdist n
Allow culling of areas further than n units.
AUTHOR
Author
======
| Kevin Shanahan (aka Tyrann) - http://disenchant.net
| Eric Wasylishen
| Based on source provided by id Software
REPORTING BUGS
Reporting Bugs
==============
| Please post bug reports at
https://github.com/ericwa/tyrutils-ericw/issues.
| Improvements to the documentation are welcome and encouraged.
COPYRIGHT
Copyright
=========
| Copyright (C) 2017 Eric Wasylishen
@ -96,7 +110,7 @@ COPYRIGHT
This is free software: you are free to change and redistribute it. There
is NO WARRANTY, to the extent permitted by law.
SEE ALSO
See Also
========
**qbsp**\ (1) **light**\ (1) **bspinfo**\ (1) **bsputil**\ (1)